Import into Blender

After the import-daz add-on has been enabled, we can import the duf file into Blender.

The simplest way to import the file is to press the Import DAZ File button at the top of the Setup menu in the DAZ Runtime tab. An alternative way is to go to File > Import > DAZ Native (.duf, .dsf). Since we almost always need to do further work on the character in the Setup panel after it has been imported, I prefer to use the button.

Either way, a file selector window appears. Navigate to the file maria.duf which we saved in DAZ Studio, select it and press Import DAZ File. Alternatively, we can select the preview icon.

Before importing the scene, we must consider the import options to the left.
  • Unit Scale: Conversion factor between DAZ Studio and Blender units. Defaults to 0.01 which converts from centimeters to meters.
  • Mesh Fitting: Method used for fitting meshes to morphs.
    • Unmorphed Shared: No mesh fitting and meshes are shared between objects. All shaping is ignored.This is useful to save space e.g. for environments with bushes and trees sharing the same foliage, which can be realized as many instances of a single mesh.
    • Unmorphed Unique: No mesh fitting and each objects has a unique instance of the mesh. All shaping is ignored. This is useful e.g. for a room with many posters and paintings which have the same underlying mesh but different textures.
    • Json File: Fit characters and clothes using basic data in the .json file that was exported from DAZ Studio. This is the preferred method to fit character meshes and therefore the default option.
  • Cycles: This section is only visible if the render engine is set to Cycles.
    • Principled Shader: Whether to generate principled BSDF nodes or not.
    • Bump Factor: Multiplier used to reduce bump strength. In many Iray materials the influency of the bump map is very high, and it may be necessary to reduce it. This factor can also be changed later in the Material Section.
    • SSS Radius Factor: Multiplier used to increase SSS radius. This factor can also be changed later in the Material Section.
    • Transparency Factor: Mix between default and alternative transparency nodes. The default node is the principled BSDF node for PBR materials and a transparency node otherwise.
    • Transparency Type: Alternative node to deal with transparency. Three options:
      • Transparent
      • Refraction
      • Glass
  • Viewport Color: The viewport color assigned to different materials. This only affects materials where the diffuse color is controlled by a texture, so only the viewport appearance is changed, not rendered images.
    • White: Use the colors defined in the DAZ file, almost always white.
    • Random: Assign random colors to materials, to easily see which faces are assigned to which material.
    • Guess: Guess a color depending on the material name. If the material describes skin (the material name contain words like arm, leg, face, torso or head) it is given the Skin Color defined below, otherwise it receives the Clothes Color.
  • Skin Color: The color assigned to skin materials.
  • Clothes Color: The color assigned to other materials. 
Press the Import DAZ File button, and after a short time Maria should be loaded into Blender.

Unit Scale

This parameter converts between DAZ Studio and Blender units. The units used by DAZ Studio are centimeters. The default value of Unit Scale = 0.01 thus corresponds to setting the units to meters in Blender. Here are some common values for this parameter.
  • Centimeters: Unit Scale = 1.0, 1 B.U. = 1 cm.
  • Decimeters: Unit Scale = 0.1, 1 B.U. = 1 dm.
  • Meters: Unit Scale = 0.01, 1 B.U. = 1 m.
  • Inches: Unit Scale = 0.3937, 1 B.U. = 2.54 cm.

Mesh Fitting

The Mesh Fitting options are better explained using another scene with two characters.
Here are two characters in DAZ Studio. The gorilla and the mafioso are both based on the original Genesis character, so the underlying mesh is the same. The result in Blender is very different depending on how meshes are fitted.

With the two Unmorphed options (Unmorphed Shared and Unmorphed Unique), the Genesis character is loaded without any modification. In the first case the characters also have the same gorilla texture because they share the same mesh, and in the second case the unique meshes have different textures. With Json File fitting, the result looks very similar to DAZ Studio.


The imported materials depend both on the render engine chosen (Cycles or Blender Internal) and on the settings in the Cycles section; if the render engine is Blender Internal, this section is hidden. In particular, there is an option whether to generate principled shader (PBR) nodes or not.

Here we see renders with three different import settings. For Maria, who is equipped with the default Genesis 8 Female skin, using Cycles without principled shaders is clearly best. The principled shader generates a far too strong bump maps which make the skin look very unattractive.

However, other materials may look better with principled nodes. E.g., the default Genesis 3 skin has much lower bump strength the Genesis 8, and the PBR materials look quite nice.

The principled node looks usually better for metals and materials with a top coat layer, such as car paint. Here is an example.

It is a good idea to make a test render early to see which import settings produce the best results. The bump and SSS radius factors can be changed later on for each object, but the choice whether to use principled shader can not be undone. For more information, see the Materials section.

Viewport Color

The options in this section affect the visual appearance in the viewport by changing the diffuse color. They do not affect renders, because colors are only changed if the diffuse channel has a texture. Here are four versions of Maria, imported with different Viewport Color settings.


There are a few things that can go wrong during import.

This error it means that the .json file needed for fitting the mesh is missing. The world-space coordinates for vertices and bones are stored in a .json file with the same name as the .duf file that we import. Since we are importing the file maria.duf, there must exist a file named maria.json in the same directory. To create this file, export the basic data as described in the export documentation.

A .duf file saved in DAZ Studio does not contain the actual data in the way that Wavefront object or Collada files do. Instead it contains links to various asset files in the DAZ libraries, and these assets can link to other asset files as well. In order to find the assets, the DAZ importer needs to know where the DAZ libraries are located. The importer makes a guess about this, but this guess may be wrong. If any of the guessed paths to the DAZ libraries do not exist, another error is issued.

The paths to the DAZ libraries are found in the Settings panel. Correct the paths and press Save Default Settings to make the change persistent.

For more information about the DAZ library paths, see the documentation about the Settings panel and this blog post.

If you are on a case-sensitive file system such as Mac or Linux, make sure that Case-Sensitive Paths option is turned on. It is found in the General section of the Settings panel. This option should automatically be set to the correct value for a given operating system, but if the importer complains about missing assets this may be the problem.

3 kommentarer:

  1. Greetings!

    Ive installed DAZ Importer on blender. but afer pick import and try import dsf model nothing happend
    At first ive thinking maybe are placed out of 3D view or too big and need be rescaled. but nope! model are just not here at all.

    I dont have problem with importing .obj files and others only problem with dsf.

    1. Difficult to answer without more information. Is something written in the DOS window? (You need to start Blender from a terminal window to see the trace).

  2. Hi, Trying to import my character to blender.
    Getting the following error on import
    SKIN: Expected geonode but got:
    <Figureinstance Genesis3male 0 P:None R: <bpy_struct, object"genesis 3 male.001.... The rest is not readable as its truncated.
    I checked the documents folder where the error log is supposed to be dumped, but its not creating an error log. Any ideas?